How to Upload to the Unity Asset Store
My goal is to make reusable components that I would reuse throughout well-nigh of my games.
Sign up as a Publisher
I went to the Publisher sign upwardly page, and filled out the required info. As usual, I used the tools at http://blog.wafrat.com/beginning-android-day-ane/#publishinganapp to make an icon and graphic quickly. I tin can ever refine them later.
Unity ID
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Setting up a package
To make a new bundle, go over https://publisher.assetstore.unity3d.com/package.html. I filled up bones info.
And then I went over to my Unity projection, reorganized what I wanted to bundle upwards, and exported it, and ensured that "Include dependencies" was checked.
To check that it worked, I created a brand new project, and imported that bundle back. Information technology's nice that information technology kept the hierarchy I had made for information technology.
Preserving Dependencies
Upon import, I realized that it did not import Unity.InputSystem automatically.
I checked https://docs.unity3d.com/Manual/AssetPackagesCreate.html, and it turns out "Include dependencies" volition include the avails that the ones yous are exporting depend on. In my case, I'm depending on a Unity Registry packet, not an asset bundle...
I haven't establish a mode to make Unity propose to install Input System at the same time, merely I've experienced the same issue with tutorials, where upon importing an Nugget, I had to update a certain Unity Registry asset before it would compile again.
So the solution will be to document this in a README. Besides the user will have to agree for Unity to re-setup the project.
Then the unit tests as well failed with this mistake:
Assets/wafrat/Gesture/Tests/GestureManagerTests.cs(12,twoscore): error CS0246: The type or namespace proper name 'InputTestFixture' could non be found (are you missing a using directive or an assembly reference?)
This is because in lodge to include those test files, the user should tweak their Bundle/manifest.json, as I had experienced at http://blog.wafrat.com/unit of measurement-testing-in-unity/#creating-the-test-assembly.
So I'd rather not publish unit tests, so as not to add an extra pace for the user.
I made a sample Scene to demonstrate how to utilize the packet. Nonetheless, the Debug Touchscreen setting is not embedded in the scene. And then instead I added a TouchSimulation component to an object in the scene. It does the same thing.
Uploading the package
I thought I could only export the file, and then upload the .unitypackage file from my browser. Information technology turns out it has to exist done from the Asset Store Tools parcel from Unity.
When uploading, it shows this alarm:
Some assets listed take dependencies that are role of Bundle Managing director packages and these cannot exist exported, then those references will be lost if those packages are not nowadays in the importing project.
Which is what I had figured out earlier.
Subsequently upload, I went dorsum to the publishing page.
Finishing up publishing
When I refreshed the page, my uploaded package showed up and they asked me to reply a form. The answers don't seem to make sense merely ok.
So I wrote the meta clarification and previewed it. It turns out, they don't utilise Medico format. My itemized lists were broken. In https://unity3d.com/asset-store/sell-assets/onboarding#submitting-via-portal, they say that it should be HTML tags. It'd have been easier with Physician format.
seven. Apply HTML tagging for description text (come across Submission Guidelines for tags).
So I tried to utilize <ul><li> tags for my list. The editor complained. I should be using BR. Ugh!!!!!!
In one case I was done, I clicked Upload, merely it said I was missing a Cover image. In the Submission guidelines, they list the following requirements for "fundamental images":
2.four.b Key images that are not a clear representation of your content may be rejected.
2.4.c Key images should not be an unedited screen capture of your content inside the Unity editor or a digital photograph of your computer monitor.
2.iv.d Key images that simply take patently text will exist rejected.
Well, my package is a blank basic API, and so the demo is generally text. I uploaded a screenshot. We'll see how it goes.
I think I become it. This is the image used in the search results page. Alright. Permit's make a real prototype and then.
Unlike the Publisher sign upwards folio, where you could upload any image, then use their tool to rescale and crop, this i just straight refuses to let you upload any image that'south not the correct size.
It actually required me to upload all the other images as well. Why practice they besides need an icon for it? Allow's meet if my generic publisher icon passes review.
Source: http://blog.wafrat.com/publishing-an-asset-on-the-unity-asset-store/
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